(Name of the game updated since I am an idiot.) Christopher Cash, Remie Piccoli and Teddy Daniels are a group of overeducated and underpaid professionals. Tired of always being runners up, three friends band together to take ghost hunting to the next level. Using the Dynamic Electromagnetic Full Range Scanner, or Spook Scanner as Cash likes to call it, they'll begin taking jobs across the city. Every photograph means more money in the bank. Joined by Christina Coles, team leader, they'll go house to house recording film, taking pictures and documenting evidence of the paranormal. Gameplay: *Mission based horror with an overarching plot line. *Earn money through the photographs you take to buy supplies for your future missions. *Use the Spook Scanner, a sonar like detection device that will lead you to ghosts. Get their picture and make a profit. *Get freaked out through ever intensifying horror as the ghosts you face off become ever more malevolent and dangerous.

Post news Report RSS State of the Game: Doorways

A quick overview of the state of puzzles, doors and flavor.

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Progress has been full steam ahead finishing the first house for the demo. I think I am safe in saying that this introductory house, while introducing a number of concepts, is relatively easy in terms of puzzles. I believe that's okay for a first stage.

More importantly, all the flavor has been completed. This doesn't pertain to only stray observations of your surrounding world, but to critical journals and clippings that might provide information on solving new puzzles and opening doors.

The keys for all these doors are 90% complete. There are a number of ambient sound effects already programmed in. A few 'stress circumstances' are already programmed in.

So where do we go from here? Over the next few days I need to finish the follow:

1.) Finish all item puzzles.
2.) Finalize all keys and unlocked doors.
(These first two will take relatively little time)
3.) Focus on the 'stress circumstances'.
(This will take a moderate amount of time since I have yet to fully implement them.
4.) Input a button mashing sequence and a shadows system.
(Scripting shouldn't actually be too difficult)

5.) Map out the final sequence and cutscenes.
Surprisingly, the narrative elements of the game have ended up taking the bulk of time to write
believable dialogue. The conclusion of the first demo should be enough to stand alone, but also
leave hooks for a fully fleshed game.

As of now, the variety of 'scares' is varied. I'm trying not to repeat anything more than once, or at least not repeat it enough to give a player the ability to anticipate a scare.

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